Presumably because they are owned by twitch and it gives them a pre-existing structure to use.
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Fair. Let's just say filling out two forms and then having to supply more info in email is not exactly what I want. I often forget passwords. Let's hope it gets better.And I'm sure it will be that straightforward in the final product. I would fully expect account management to be integrated into the site at that stage. But this is a beta, and you shouldn't expect them to have a full, perfect support structure in place for a product they've only just started testing.
To you it makes sense that the Password Help option would take you straight to Twitch's website. But for some people, a website linking them to an external site without warning is a breach of etiquette and security, and they would be just as offended by the lack of that extra step as you are by its presence.
And as we all know, no one could ever possibly lie about their age to bypass such an impenetrable security system.
Insofar that it's a D&D message board, yes. However, I think the thrust of beyond will be the tools, whereas enworld has been more industry need, 3pp and other RPGs friendly.Any news on uploading and sharing custom homebrew content?
Because the ability to foist my bad homebrew monsters on all of you makes this a must buy.
Also, isn't D&D Beyond setting itself up to be a direct competitor to EN World?
D&D Beyond is going to be a monthly subscription website. That will be a far larger age gate than birth date.Assuming people are going to commit fraud in order to make your system work is a pretty poor way to design something.
Assuming people are going to commit fraud in order to make your system work is a pretty poor way to design something.
They have a security-related issue that you may be unaware of. I have already provided feedback to them. 'Nuff said.I don't understand what you mean. I was able to sign up just fine. Presumably you had a technical issue, and could provide valuable feedback they can use to fix it?
Hiya!
As some other have said..."Have to sign up with Twitch = No". I'm with them.
Did any of you actually read Twitch's Terms of Service? Well, for anyone who is just running a home game, and doesn't mind if someone steals their stuff, packages it, and sells it without giving you a dime...then, yeah, I can see the "So we had to sign up with Twitch. So what?" attitude.
But for me, no. I'll keep my IP thanks.
This also begs the question about ANYONE who has put something up on DM's Guild...or, those who buy something from DM's Guild. If said person then inputs the info (either because they are the original author, or they bought a DM's Guild product) into their DDBeyond account...POOF! Twitch now owns the rights to it...at at least you and them own the rights to it...
You can't give away somebody else's IP.
I think what you are saying is that if Bill creates a new cool monster and sells in on DMGuild, then Cindy inputs that monster into her DnDBeyond account, that Curse doesn't have any 'legal' access to that monster, correct?
How are they going to know? How will they know that Monster A, B and C are someone elses IP, and that Spells X, Y and Z are someone else, and that Matic Items 1, 2 and 3 are someone elses, etc, etc, etc.
But I guess we'll see if they have a 'seperate' ToS when they actually fully roll out the product. They need to. They need to say "Anything added to the Service on your own Personal Account...isn't ours and we have no right to it unless you give us permission". Something that acknowledges that they aren't going to make money off of any subscribers creative endevours.
Any website that accepts access from the US and requires the gathering of personal information requires that you are 13 or older to use it. It's a US law that prevents the collection of personal information from minors. So that restriction iswas not Twitch's idea, it's Twitch obeying the law.The main reason I'd want something other than twitch used is that twitch requires you are 13+ to use it.